Video Game / Space Quest V: The Next Mutation
Space Quest V: The Next Mutation
(also simply known as Space Quest V
) is the fifth game in the Space Quest
series, released in 1993. After returning to Xenon after his previous adventure, Roger finally decides to pursue his dream to become a space captain after graduating from the StarCon academy. After succeeding through a combination of cheating and a lucky computer glitch, Roger and his new crew are tasked with stopping a newly discovered mutagenic disease. To their dismay, it has infected the SCS Goliath
and the captain of that ship has his sights set on Roger's vessel. To further compound his problems, Roger's love life is thrown into chaos when he meets Beatrice, the woman whom he learned in Space Quest IV
will give birth to his son.
This is the first game in the series not to be designed by both "Guys from Andromeda", only Mark Crowe was involved. It was also the only Space Quest
game to not be developed in-house by Sierra
, but by it's sister company Dynamix
, where Crowe was relocated shortly after the release of Space Quest IV
. A voiced CD version of the game was planned, but was ultimately shuttered as the developers were undergoing financial difficulties at the time and the decision was made to focus entirely on new games rather than upgraded versions of preexisting games.
This video game provides examples of:
- Apocalypse How: Has characteristics of a Class 3a (by virtue of being human-engineered and making humans its first most prominent victims), and the potential to go up to a Class 6 (albeit spread across multiple planets, and potentially the whole galaxy if let loose), given the effects of Primordial Soup on any lifeform.
- Apocalyptic Log: Two examples of it. One on Klorox II, and one in the Genetix dome relating in full detail how the Pukoid infection came into being.
- The Ahnold: The sister of Arnoid the Annihilator is now pursuing Roger for the same reason that Arnoid had in Space Quest III. Despite being female, she acts the same as Arnoid.
- A Father to His Men: Say what you will about Wilco being an Idiot Hero. He will go to incredible lengths to save his crew, namely his chief engineer. Twice.
- Body Horror: People infected by the Pukoid mutation don't look great to say the least.
- Let's not even get started with the Quirkoid blob.
- Bridge Bunnies: Flo is a subversion of one. Instead of an attractive twentysomething lady, Flo appears to be in her late forties (who knows how old she really is, as she is an alien... with green skin, as it happens) and her countless failed marriages have turned her into a bitter old crone...who nevertheless starts flirting with you once the crew starts warming up to Roger.
- Butterfly of Doom: Thanks to time recursion, if Bea dies, Roger Wilco ceases to exist because it results in the breaking of the Stable Time Loop where Roger Wilco Jr, Roger's Kid from the Future, would have went back in time to save Roger Wilco Sr. from the Sequel Police. If Bea ceases to exist, so does Roger Wilco Jr, which means so does Roger Wilco Sr.
- Comedic Underwear Exposure: Roger ends up hanging from a cliff with Beatrice clinging to his belt. If you don't help her up fast enough, Roger's pants slide down, revealing polka-dot boxers.
- Corrupt Corporate Executive: Genetix people.
- The Corruption: The Pukoid infection.
- Cryonics Failure: Failing to freeze or defrost Beatrice exactly according to the instructions on the cryopod's control panel will kill her.
- Darker and Edgier: This installment is surprisingly dark for a comedic sci-fi series. A lot more is at risk as the Pukoid infection wreaks havoc on anybody physically and mentally. Not to mention that Roger is dealing with three plots that put his very life at stake and it's treated seriously.
- Drunk on the Dark Side: Happens to everyone infected by the Pukoids. Especially visible with Quirk.
- Dying as Yourself: Happens on Klorox II, where a Pukoid-infected colonist is fatally shot by Droole. In his dying moments, he thanks Roger and Droole for putting him out of his misery.
- Explosive Breeder: The Space Monkeys when mixed with alcohol.
- Expy: Captain Quirk is obviously an evil parody of the original Captain Kirk.
- Fungus Humongous: The fungus world you get to visit.
- Literally Shattered Lives: If you take Beatrice out of the cryopod without defrosting her first, she crumbles in Roger's hands.
- Oddball in the Series: Although it uses Sierra's then standard SCI scripting language, the game was mostly programmed by sister company Dynamix, and thus is exhibits a few quirks, a very different style, and sense of humour to the rest of the Space Quest series.
- Plot-Driven Breakdown: Several, although given that Roger's ship is a crummy garbage collecting vessel held together with chewing gum and prayer, it makes sense at least.
- Product Placement: The Sprint logo in communication transmissions. Not so surprising since Next Mutation was one of several Sierra games people could get as a reward for signing up for service.
- Ragtag Bunch of Misfits: The Eureka's Crew. Droole is there because of a screw-up that resulted in him destroying one of StarCon's robotic freighters. Flo didn't see "eye-to-eye-to-eye" with her former captain, so she transferred to the Eureka, and may or may not be responsible for the death of the Eureka's former captain. W-D40 was reprogrammed by Cliffy into serving as the Eureka's science officer. Roger was assigned as the Eureka's captain because Captain Quirk has it out for him. Cliffy seems to be the only crew member who's on the Eureka willingly. Droole mentions that an assignment to the Eureka is either because "you screwed up really bad or someone has it out for you."
- Red Shirt: Roger wears this when he becomes captain, which gets constantly lampshaded. Cleverly, there are ways you can lose before you become captain, but none of them result in Roger dying. Once he wears the shirt, the game goes all out on letting Roger Have a Nice Death.
- Retraux: In the Eureka's maintenance tunnel, you can pull a fuse that will change the graphics to EGA (Space Quest III) style. It only works in the maintenance tunnel, though, since Roger replaces any removed fuses when he leaves.
- Reverse Polarity: The line is present in the test at the beginning of the game, where one would think it was a Star Trek Shout-Out, and it actually becomes a Chekhov's Gun near the end, as it is how Cliffy rewires the transporter of the Eureka to save Beatrice. He then goes to do the same on the Goliath to transport all pukoid materials into outer space.
- Self-Destruct Mechanism: The SCS Eureka is equipped with one of these. It gets to be used.
- Space Cadet Academy: The Starcon Academy.
- Stealth in Space: W-D40's spacecraft has a stealth mode which becomes a plot point.
- Temporal Paradox: Letting Beatrice croak, as mentioned above. "But she didn't, so he couldn't — therefore you aren't."
- The Federation: StarCon. A quite incompetent and corruption-ridden one.
- Thrown Out the Airlock:
- If anything goes wrong during the StarCon Academy segment of the game, Roger gets "flushed" out of the Academy in an escape pod.
- It's also possible to get sucked out of the Airlock on the Eureka if you stupidly push the button to open it.
- Torpedo Tits: The assassin droid W-D40.
- Unwinnable Training Simulation: Shown in the opening cut-scene much to Roger's dismay.